;
;   MINARIAN NECROPEDIA DATA 9/12/2000
;       for the Civilization II: Test of Time scenario
;   THE RISE OF THE NECROMANCER
;
;       AKA NECROCIV    
;   
;   Created by Harris (necrociv@yahoo.com)
;       for the Third Scenario Design Contest
;       hosted by the Scenario League (sleague.apolyton.net)
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Necropedia: Minarian Advances

@PEDIACIV
@width=540
@title=Minarian Advance
^^%STRING0
^


@PEDIACIVFACTS
^Does nothing special.
^Allows folk to build Fortresses.
^Allows folk to unearth Ruins.
^Allows folk to build Railroads.
^Allows folk to improve Farmland.
^Increases the effect of Taverns.
^Increases the effect of Arenas.
^Worth bonus points to Necrociv score.
^Increases naval movement rates by one.
^Improves Astral Jammer speed by 25%.
^Extra Discovery for the first to learn.
^Decreases the effect of Abbeys.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Necropedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make Coastal landings.
^Sea Monster.
^Sorcerous Unit.
^Target of Pirate Attacks.
^Ignores City Walls.
^Can succor Magi.
^Can create Dimension Doors.
^Uses only one move per square.
^Defense +50% versus Undead.
^Necromantic Unit (Undead).
^Disapates after attacking.
^Defense +100% versus Supernatural Units.
^Can spot Sea Monsters.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Necropedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Necropedia: City Improvements

@PEDIAIMPROVE
@width=540
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
The palace is the seat of government for your nation, so protect it! They can not be 
moved. the distance a city is from its capital can effect it's productivity.

@;Armory
@PEDIAIMPROVE2
Armories quickly rearm and re-supply ground units after combat, 
restoring damaged units to full strength in a single turn. 
Cities with armories produces Veteran ground units. Armories are 
expensive to maintain and sometimes need to be completely 
rebuilt when new weapon technologies are discovered.

@;Livestock
@PEDIAIMPROVE3
Livestock ensures a steady food supply and will help the city's population to grow rapidly. 

@;Tavern
@PEDIAIMPROVE4
The social center of any town is it's taverns. Bards traveling
from city to city, and tavern to tavern, bring news and sing songs 
of heroic deeds done. One citizen is made content by the tavern 
and another once Bardhood is learned.

@;Bazaar
@PEDIAIMPROVE5
The Bazaar provides the basic goods your citizens need to live 
as well many of the luxury items that will make them happy. 
Both the tax base and luxury output are increased by fifty percent
when a Bazaar is present in a city. 

@;Arcane Tomes 
@PEDIAIMPROVE6
Great learning can be gained by studying Arcane Tomes one of the ancient Lloroi Civilization. Lore is increased by fifty percent in a city that has aquired and preserved 
these ancient works.

@;Aristocracy
@PEDIAIMPROVE7
In Rombune and the Free Cities Aristocracy 
reduces corruption and waste. Aristocarts 
serve no useful purpose in a city controlled 
by Muetar or Immer except to make the city 
more resistant to bribery.

@;City Walls
@PEDIAIMPROVE8
Units in city with walls are tripled on defense versus 
attacks made by ground units. Supernatural units are 
not effected by City Walls.

@;Apothecary 
@PEDIAIMPROVE9
Apothecaries are able to prepare curative medicines and elixirs.
Without an Apothecary, disease will significantly limit the 
potential growth of a city.

@;Moneylender
@PEDIAIMPROVE10
Moneylenders stimulate the local economy by providing capital
for investments. Their presence increases tax and luxury output
by 50%. Moneylenders will only establish their businesses in 
cities that have a strong economy that include a Fair.

@;Abbey
@PEDIAIMPROVE11
An Abbey makes three unhappy citizens content. 
Four after the magic of Abjuration is learned.

@;Sage
@PEDIAIMPROVE12
Enlightened cities can retain a Sage to assist in the magical research 
conducted in that city. Lore is increased by 50% in these cities.

@;Healer
@PEDIAIMPROVE13
The presence of a Healer in the city prevents plagues caused by 
a large population.

@;Arena
@PEDIAIMPROVE14
Even in the civilized nations of Minaria violent sporting events 
have a calming effect on the populous. Three unhappy citizens are 
made content by an Arena, four after magi learn the art of 
Summoning creatures from other planes.

@;Weapon Smithy
@PEDIAIMPROVE15
The production output of cites with a Weapon Smithy is increased by 50%. 

@;Magic Shop
@PEDIAIMPROVE16
The wide spread availability of magic arms and enchanted objects 
greatly increases the ease with which a city can produce magically
armed units such as Knights and Guardians.

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Cemetery
@PEDIAIMPROVE18
Great nations at war will have an alarming body count in
soldiers, citizens and even slaves. Large numbers of dead
unburied bodies can lead to disease and plague. A city 
with a proper Cemetery can quickly bury its dead and thus 
greatly diminish the chance of plague.

@;Slave Labor
@PEDIAIMPROVE19
The Vampyres and corrupt nations may use Slave Labor to 
quickly increases the output of their cities. The horrid
conditions under which slaves live promotes plagues and
death, so it is advisable to have a cemetery in any city 
that uses Slave Labor.

@;Foundry
@PEDIAIMPROVE20
Large quantities of metal are required by weapon and 
armor smiths to ply their trades. Foundries fulfill 
their material requirements. The shield output of a 
city with both a Weapon Smithy and an foundry is 
doubled. 

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Noble House
@PEDIAIMPROVE22
Upon developing a sophisticated social structure 
nations can build Noble Houses. Wealthy nobles and 
merchants are attracted to such cities resulting 
in an increased tax and luxury output of fifty 
percent. Only advanced cities with both a Bazaar
and a Money Lenders can build a Noble House.

@;Aqueduct
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Druidic Conclave
@PEDIAIMPROVE24
With the aid of the Druids of the conclave, farmers are 
able to produce fifty percent more food. 

@;Merchant's Guild
@PEDIAIMPROVE25
Organized trading practice and collective bargaining 
can greatly enhance a city's trade output. When a 
city's trade is organized by a Merchant Guild all 
city squares with roads produce fifty percent more 
trade. Additionally, revenue earned from trade 
routes will increase.
^
^Merchant guilds often use mithril as a stable means 
of currency exchange. Therefore, cities with Merchant 
Guilds will almost always demand this precious metal.


@;Seer
@PEDIAIMPROVE26
Though the intense use of divination and sorcery Seers
are able to obtain knowledge directly from the spirits 
of the dead. The presence of a Seer in a city will 
increase Lore by fifty percent. 

@;Supernatural Ward
@PEDIAIMPROVE27
Magical runes of power inscribed around the perimeter 
of the city help to dissipate the power of attacking
supernatural creatures. Supernatural Wards effectively 
double the defense of units in the city against 
Vampyres and Magi.

@;Sea Walls
@PEDIAIMPROVE28
Sea Walls present a major obstacle to sea-borne attacks. 
Units in the city are doubled on defense against enemy 
navel attacks.

@;Solar Power
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Fisherman's Village
@PEDIAIMPROVE30
The waters of Minaria with abound fish of enormous 
size but takes hardy men to ply these dangerous seas. 
Each ocean square within the radius of a city with 
a Fisherman's Village produces one extra food.

@;Seaport
@PEDIAIMPROVE31
The long distance trading vessels of Minaria require 
the tendering that only Seaports can provide. These  
vessels trade textiles and manufactured goods in 
exchange for raw materials such as ivory, furs, 
lumber, and gold. All ocean squares in the radius 
of a city with a Seaport produce one shield.

@;Ethereal Tower
@PEDIAIMPROVE32
Magi use these towers to rest and recover their spells 
and school their acolytes in the magical arts. Magi 
spending a full turn in a tower will completely replenish
his magical energy in a single turn. New magi trained in 
a Ethereal Tower will be veterans.

@;Warlord
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Shipwright
@PEDIAIMPROVE34
These skilled artisans produce naval units of the 
highest quality. Any ship spending an entire turn 
in the city will be completely repaired.

@;Planar Gate
@PEDIAIMPROVE35
A Planar gate allows instantaneous travel between 
Minaria and the Abyss. The shadowy art of opening 
doorways between different planes of existence 
known only to the Necromancer. 

@;Astral Jammer Hull
@PEDIAIMPROVE36

@;SS Component
@PEDIAIMPROVE37

@;SS Module
@PEDIAIMPROVE38

@;Plunder
@PEDIAIMPROVE39
The Vampyres care nothing for the cities they conquer 
and are likely to plunder their wealth. The more a city 
produces the more that can be plundered from it.

@;Temple of Yavanna 
@PEDIAIMPROVE40
Yavanna, the goddess of fertility, looks after her 
loyal followers. The nation who controls her temple 
will always have bountiful harvests and healthy 
livestock. 

@;Temple of Elb
@PEDIAIMPROVE41
The priests of Elb claim that the followers of the 
father of gods will always know victory and prosperity 
in times of war. Whether or not this is true remains to 
be seen, but the psychological effects are undeniable. 
The temple makes three citizens happy in the city of Elb
and one extra happy citizen in every other city.

@;Renown Wizard 
@PEDIAIMPROVE42
The most famous Minarian wizard is Magnus Craeft. Seventy-five 
years ago he left civilization behind to study the mysteries of 
life and nature of the deep wilderness of Minaria. Royal Diviners 
in every kingdom agree that this one man holds the key to victory 
over the Vampyres. Rumor has it that he has taken up residence in 
one of the ruins of the ancient Lloroi cities, of which there are 
nearly a dozen scattered about Minaria. 

Sages, scholors, and nobles will flock to the city in which Magnus 
takes up residence. Merchants, traders, and artists will soon follow 
turning the city Magnus calls home into a wealthy Mecca of learning 
and trade.

@;The Reaver
@PEDIAIMPROVE43
The brilliant privateer and naval leader, Captain Barrot, 
commands his infamous warship, "The Reaver". Under his 
command your Merchantmen and Galleons can cross the seas 
without fear of capture by pirates. Furthermore, Warships
and Privateers have their movement rate increased by one. 
All new ships you produce receive veteran status. 

@;The Imp
@PEDIAIMPROVE44
The Imp is a minion of a powerful and ancient denizen of 
the Abyss who allows his servant to be summoned to the 
world of Minaria in order to do his dark work. The ruler 
who summons the Imp to this world will never fall far 
behind in learning for the Imp will teach him all the 
secrets that at least two of his of his enemies have 
learned.  

@;Favorable Omen
@PEDIAIMPROVE45
When the gods wish to show their favor of a particular 
realm they send a bright star racing though the sky over 
one of their cities. When bards sing of this favorable 
omen the people take heart, doubling the effect of all 
of your taverns.

@;Phantasmal Terrain
@PEDIAIMPROVE46
This powerful spell conceals all of a nation's cities with 
an illusionary veil making them appear exactly like the 
surrounding terrain. The illusion is an effective defense, 
protecting the cities as well as any stockade. Additionally, 
the physiological effect of this magic causes enemy nations 
to offer cease-fire and peace treaties in negotiations. 
These illusions terrify out-land barbarians effectively 
doubling your unit's combat strength when engaged in battle 
against them.

@;Lerphin's Keep
@PEDIAIMPROVE47
This hero has wandered the World of Minarian fighting in wars, 
slaying monsters, and winning great fame. Though raised as an 
orphan, soothsayers have divined that he is of royal birth. The 
construction of Lerphin's Keep represents the discovery of his 
royal roots in your ruling family and the castle he is given 
that is his birthright.

Lerphin will take command of the military forces of the realm.
Under his leadership all new ground units produced gain Veteran 
status and any unit which wins a combat also gains Veteran status.

The effect of this wonder expires with the Death of Lerphin. 


@;Infernal Servants
@PEDIAIMPROVE48
The lowest form of daemon in the Abyss is the Manes. 
The Necromancer has thousands of them toiling in the city Zards. 
Every square in the Zards' radius produces an extra
resource "shield".

@;Crystal Ball
@PEDIAIMPROVE49
This powerful relic of clairvoyance allows you to observe the 
courts of your rivals and keep track of their activities. 
The Crystal Ball can also be used to communicate with them if 
you so desire. 

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Counts as a Cathedral in each of your cities.

@;Necronomicon
@PEDIAIMPROVE51
The Necronomicon is the Necromancer's spell book. It contains 
ancient and forbidden lore about alchemy, immortality, 
undeath, and Necromancy. The Necronomicon doubles learning 
output of the Vampyres' Abyssal stronghold, the city of Zards.

@;Djinn Lamp
@PEDIAIMPROVE52
The controller of this magical artifact Lamp may summon 
Zethi'katahha, the Djinn of the Lamp. As major being of the 
Elemental Plane of Air she grants control of the winds to 
her summoner. While the Djinn is in Minaria the movement 
rate of all her master's ships are increased by two.

@:The Unicorn's Horn
@PEDIAIMPROVE53
Bards come from all over the land to play at this tavern made 
famous by the legendary warrior-bard, Serphine. The citizens in 
the city where this Unicorn's Horn tavern is located are always 
content.
^
^The special unit Serphine will serve the nation that builds the 
the Unicorn's Horn. The effect of this wonder expires with the 
Death of Serphine. 

@;The Crown of Might
@PEDIAIMPROVE54
The Crown of Might is a gift form the Necromancer to the 
kings of Minaria. Possession of the crown opens up new paths 
of magical research and upgrades the nation's units when 
new magics are discovered. Sages caution you that the 
Crown may not be completely wholesome.

@;Ulmo's Behemoth
@PEDIAIMPROVE55
The titanic bronze statue known as the Harbor Guardian 
is a monument to the Minarian god of the oceans, Ulmo. 
It is said to bring good fortune to sailors who gaze 
upon it. The Rombian crown uses it as a symbol to unite 
the piratical cities of its kingdom under a common banner. 

@;Visionary
@PEDIAIMPROVE56
Ariel Trueseer is a wizard-savant of the highest order. 
The learning output in the city where in which she dwells 
will increase by fifty percent.

@;Spinning Wheel
@PEDIAIMPROVE57
This enchanted object spins straw into gold. 
Discovery of this artifact will end your financial 
woes.

@;Excavation
@PEDIAIMPROVE58
The great civilization of the Lloroi was destroyed 
in a great cataclysm sixteen centuries ago. Recently, 
while digging a tunnel, the ruins of a Lloroi 
temple was discovered. The city that painstakingly 
excavates this temple will, no doubt, gain arcane knowledge. 

@;The Statue of Liberty
@PEDIAIMPROVE59

@;Mask of Influence
@PEDIAIMPROVE60
This enchanted mask was created by a High Priestess of the Lloroi 
to beguile her mate into thinking her beautiful. Legend also tells 
of a Lloroi prince who used it to great effect in negiotiation whith 
allies and foes alike. The mask was lost in the catacylsmic civil war 
that destroyed the Lloroi empire.

@;Women's Suffrage
@PEDIAIMPROVE61

@;Mithril Mine
@PEDIAIMPROVE62
Mithril, rarest of ores, is prized by smiths 
for the high quality weapons and armor that 
can be produced from it. The nation that discovers 
the mother lode will experience a production 
increase of 50% in each city that already has 
a Weapon Smithy and/or a Magic Shop.

@;Manhattan Project
@PEDIAIMPROVE63

@;Dominion Over Evil
@PEDIAIMPROVE64
This mighty spell gives the Necromancer the power 
to command evil-doers to do his bidding. Dark hearted 
kings of Minaria beware. 

@;Astral Spell
@PEDIAIMPROVE65
This powerful spell of alteration shatters the physic 
barrier between Minaria and the Astral Plane. Once this 
spell is complete construction of Astral Jammers can begin.

@;Jewel of Wisdom
@PEDIAIMPROVE66
Little is known about this magical amulet except that 
it was lost was lost in the catacylsmic civil war that 
destroyed the Lloroi empire. Soothsayers have fortold 
that this fabulous jewel will be found once again in 
this age. 

@;Cure for Cancer
@PEDIAIMPROVE67
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Minaria: Governments


@PEDIAGOVT0
@width=600
@title=Vampyre Government: Tyrany

@PEDIAGOVT1
@width=600
@title=Muetarian Government: Imperialism

@PEDIAGOVT2
@width=600
@title=Immerite Government: Theocracy

@PEDIAGOVT3
@width=600
@title=Rombian Government: Monarchy

@PEDIAGOVT4
@width=600
@title=Civilization Government: Hierarchy 

@PEDIAGOVT5
@width=600
@title=Civilization Government: City State 

@PEDIAGOVT6
@width=600
@title=Civilization Government: City State

@;This line must remain at the end of this file!




















